/*
 * This file is part of the Sx Framework Library.
 * 
 * Copyright (C) 2013 University of Colorado Denver
 * <min.choi@ucdenver.edu> <shane.transue@ucdenver.edu>
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 
 * DEALINGS IN THE SOFTWARE.
 */
#include <sxOpenGL_DefaultCameraRenderer.h>
#include <sxOpenGL.h>

Sx::OpenGL::Graphics::Objects::Rendering::OpenGL_DefaultCameraRenderer::OpenGL_DefaultCameraRenderer(const std::shared_ptr<OpenGL_Context>& graphicsContext) : GraphicsObjectRenderer(graphicsContext) {}
Sx::OpenGL::Graphics::Objects::Rendering::OpenGL_DefaultCameraRenderer::~OpenGL_DefaultCameraRenderer() {}

bool Sx::OpenGL::Graphics::Objects::Rendering::OpenGL_DefaultCameraRenderer::construct(OpenGL_Context* const graphicsContext, Camera* const camera, StaticRepresentation* const physicalRepresentation) {
	return true;
}

void Sx::OpenGL::Graphics::Objects::Rendering::OpenGL_DefaultCameraRenderer::update(OpenGL_Context* const graphicsContext, Camera* const camera, float dt) {
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	glViewport(0, 0, camera->getWidth(), camera->getHeight());
	if ( camera->getProjection() == Sx::Math::PERSPECTIVE )
		gluPerspective(camera->getFOV(), camera->getAspect(), camera->getNearPlane(), camera->getFarPlane());
	else glOrtho(camera->getOrthoLeft(), camera->getOrthoRight(), camera->getOrthoBottom(), camera->getOrthoTop(), camera->getNearPlane(), camera->getFarPlane());
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	return;
}

void Sx::OpenGL::Graphics::Objects::Rendering::OpenGL_DefaultCameraRenderer::render(OpenGL_Context* const graphicsContext, Camera* const camera, StaticRepresentation* const physicalRepresentation) {
	gluLookAt(camera->getEye().x(), camera->getEye().y(), camera->getEye().z(),camera->getLookAt().x(), camera->getLookAt().y(), camera->getLookAt().z(), camera->getUp().x(), camera->getUp().y(), camera->getUp().z());
	return;
}
